Carrion Creepers


Broken Voltage

 

Posted

Is it possible to have two sets of carrion creepers out? or will summoning replace the first set of creepers?


Quote:
Originally Posted by Crysys View Post
Peacebringers at least got a recent overhaul. They moved up from sucktastic to craptacular.
50's - Controllers- Ill/Emp | Ill/Storm | Fire/Kin | Dark/Dark | Brutes- SS/Fire | Fire/WP | Scrappers - Spines/Fire | Kat/Regen | Elec/Shield | DM/Shield | Dominators- Plant/Psi | Tankers- Inv/Fire | Ice/NRG | Crab Spider | Warshade |

 

Posted

I'm glad I found this thread.

Related question: Is it worth it to even take the recharge of the power that high, then? I'm not high enough in level to have much experience with Carrion Creepers, but it seems like they're slow to respond to additional spawns when you move on. I could find better uses for the power's last slot, if a 110-second recharge is going to function about the same as a 95-second recharge.


 

Posted

Quote:
Originally Posted by Teeth View Post
I'm glad I found this thread.

Related question: Is it worth it to even take the recharge of the power that high, then? I'm not high enough in level to have much experience with Carrion Creepers, but it seems like they're slow to respond to additional spawns when you move on. I could find better uses for the power's last slot, if a 110-second recharge is going to function about the same as a 95-second recharge.

Somewhat like Phantom Army for an Illusionist, one of the better aspects of Carrion Creepers is their ability to draw aggro. Having them up as much as possible may save you from having to wait around for a little while to recharge, or may allow you to recast them more quickly in a long fight.

Whether it is worth it to you to give up a slot for the sake of perma-Creepers is up to you, but I always 6-slot Creepers as I consider it to be one of the three or four key powers in Plant.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
Somewhat like Phantom Army for an Illusionist, one of the better aspects of Carrion Creepers is their ability to draw aggro. Having them up as much as possible may save you from having to wait around for a little while to recharge, or may allow you to recast them more quickly in a long fight.

Whether it is worth it to you to give up a slot for the sake of perma-Creepers is up to you, but I always 6-slot Creepers as I consider it to be one of the three or four key powers in Plant.
Um... OK...

Let me try to clarify.

Mid's lists the duration of Carrion Creepers as 2 minutes. As near as I can tell, they are slow to follow you as you move from spawn to spawn, but they will follow you for those 2 minutes. However, guides suggest that additional Accuracy slotting may change this. Since I currently (but temporarily) lack Tactics, good slotting, and a bunch of my planned +Acc set bonuses, I don't think I can judge how good the power ends up being.

My planned build in Mid's puts their recharge at 95 seconds, the idea being to cast the power as often as practical. However, if the power does not need to be recast within its listed 2-minute lifetime, I can move two planned slots out of that power without losing the "perma" status (it'll be up to 118 seconds). Since slots are very precious in my build (I'm restricted by it not including Purples), I don't want to waste them on a marginal effect.


 

Posted

They do follow you, but because the way the power generates vines, you do get more of an impact by casting them than if they produce on their own. Therefore, I favor a high recharge with them, loaded with some accuracy and some procs.


 

Posted

Generally, when I use Creepers, I'm using them as an opener. They do follow you, but they're not going to take most of the alpha from groups if they do, at least in my experience. They seem to pop out a little later when they're "underground".


 

Posted

I'm just going by what I've seen in the middle of some pretty hectic fights but it looks to me like they do stack. I've been seeing vines from the first casting still around after the second lot appear ...

Whether they do or not you want lots of recharge so you can dump them in spawns wherever possible - as mentioned above the impact is much greater that way and they can be a bit slow to follow you around.

Slotting wise there's a guide to slotting them kicking around somewhere that gives good info about which proc(s) to use and what to put in the other slots. Set IO's are apparently not behaving as you'd expect in the power unless this has been patched since the guide was written.


 

Posted

Another question about creepers... How do procs work with them?


Quote:
Originally Posted by Crysys View Post
Peacebringers at least got a recent overhaul. They moved up from sucktastic to craptacular.
50's - Controllers- Ill/Emp | Ill/Storm | Fire/Kin | Dark/Dark | Brutes- SS/Fire | Fire/WP | Scrappers - Spines/Fire | Kat/Regen | Elec/Shield | DM/Shield | Dominators- Plant/Psi | Tankers- Inv/Fire | Ice/NRG | Crab Spider | Warshade |

 

Posted

This is the guide I mentioned which talks about slotting creepers. It seems to be up to date as far as I14 - not sure if anything has changed since then.


 

Posted

Quote:
Originally Posted by Energy_Blaze View Post
Another question about creepers... How do procs work with them?
Weatherby Good has a Mini-guide on Creepers. Be sure to look further down the thread for the update, as there were significant bug corrections to Creepers with I-14.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
Weatherby Good has a Mini-guide on Creepers. Be sure to look further down the thread for the update, as there were significant bug corrections to Creepers with I-14.

Thanks Local! That was an informational read. I have my CC 6-slotted with I/Os and was looking at sets. I'm glad I read that before I made the investments.

I like having my CC up as much as possible. I have recharge in 3 slots plus use Hasten. I have +recharge all from a couple of sets now and working on a couple of more. Sometimes CC seems slow to follow, but I think it's more the chance to hit that may have a "miss" and not trigger the vines or patch. I know it's there with me and has a real good follow rate. I've seen it trigger effects before I've reached mobs at times. Most times, I'm leaning more on CC than I am on Seeds and I'm a big fan of Seeds.


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